I think there's a bit of a problem with the way you constructed this. I've read any number of game systems I decided were not for me--but that doesn't mean I have no interest in them. There may be only so much depth my interest goes (because some parts of it will only be relevant for people who plan to engage with the systems in play) but I still find discussion, at least in broad, of styles that don't interest me as a player/GM sometimes interesting and sometimes useful, as I can find some elements possibly useful for my own trad/neotrad play. As an example, as I've made it pretty clear, I consider the really hard line of power demarcation between GMs and players a concept that has long since outlived its usefulness, and even if I don't particularly want to go the whole way of eliminating it, moderating it seems virtuous to me; and finding out how games that have already done so (or eliminated it) do so can be instructive.
So I think you're drawing a sharper line here than has to be the case (though I have no idea how many people have my views on this--I sometimes think not too many).